Exoborne: A High-Octane Extraction Shooter Preview
Get in, grab the loot, and get out – the core principle of any extraction shooter, and Exoborne is no exception. However, Exoborne elevates the formula with powerful Exo-Rigs boosting strength and mobility, dynamic weather effects, and the ever-popular grappling hook. After a 4-5 hour preview, while not immediately craving "one more run," Exoborne shows significant potential within the extraction shooter genre.
The Exo-Rigs are central to Exoborne's identity. Currently, three types exist: the Kodiak (shield during sprints, powerful ground slam), the Viper (health regeneration on kills, strong melee), and the Kerstrel (enhanced mobility, jump height, temporary hover). These archetypes are further customizable with unique modules, enhancing their individual strengths. Personally, the Kodiak's ground slam, combined with the grappling hook's Spider-Man-esque maneuvers, proved incredibly satisfying. While fun, the limited three-suit selection feels restrictive, leaving room for future expansion.
Gunplay is satisfying, with weighty recoil and impactful melee attacks. The grappling hook adds dynamic traversal, surpassing standard ground movement. Random weather events introduce strategic challenges; tornadoes boost aerial mobility, while rain renders parachutes ineffective. Fire tornadoes offer another traversal option, but proximity is perilous.
Risk vs. Reward Mechanics
Risk and reward underpin Exoborne's design. A 20-minute timer triggers a location broadcast to all players, initiating a 10-minute extraction window. Early extraction yields less loot, but staying longer increases potential rewards found throughout the environment (ground, containers, enemy corpses). The ultimate prize? Eliminating other players and seizing their loot.
Artifacts, high-value loot boxes requiring keys, add another layer of risk. Their locations are public knowledge, guaranteeing player conflict. High-value areas, heavily guarded by stronger AI, further incentivize calculated risk-taking.
Even death doesn't mean immediate elimination. Self-revives are available before bleeding out, and teammates can resurrect fallen players, though this is time-consuming and vulnerable to enemy attacks.
Two key concerns emerged from the preview. Firstly, Exoborne strongly favors coordinated squads. While solo or random-squad play is possible, it's far from optimal, especially considering the game's non-free-to-play model. This could deter more casual players.
Secondly, the late-game remains unclear. While the developer mentioned a PVP focus and player comparisons, the preview lacked sufficient late-game content to fully assess its appeal. A more defined late-game experience is crucial.
Exoborne's PC playtest (February 12-17) will offer further insight into its potential. The core gameplay loop is engaging, but addressing the squad-reliance and late-game concerns will determine its long-term success.